So thanks to
Hoomans help, and a light bulb nudge from
g2 (if he shows up, I think he wanted to help out with this, or try something on his own) I am trying to make a Colony Game myself.
A lot of this is from help by everyone else around here (SirBomber's tutorials mostly) and the resident coding
Monk Hooman (it was either that description or a robot ie: knows everything, always helpful, no emotion, like zero) , I prefer a
Monk, stoic, relaxed, knowledgeable, but easily distracted, anyways I digress...
However, this would be using an entirely
newly structured Tech Tree. Providing a favorable response I am hoping to take this new tree and cut it down into something easier to use for multiplayer games. (Also, I hope to add some thievery tech and coding in as well!)
What I am stuck on is how wildly different should the tech tree be?
- I want something that feels more linear**, uses all three lab buildings (which incurs consequences for losing the Basic Lab as you only get to build it once, it's immediately replaced with the Standard Lab once it becomes available per OP2 coding)
- It can't be so foreign that switching back to the regular tech tree is frustrating, all though I may not entirely care so much as change should be good
- I am stuck on weapons balancing, is it types of weapons, when there available or distance/damage inflicted that seems to be the problem?
- More tech to research, like a lot more or just a little?
Here's the code that allows some of the tech tree to function ie: you can choose to follow two different broad scope Weapons Research paths
//Create Research Triggers for the different paths of weapons tech
CreateResearchTrigger(1, 1, 6101, 0, "VisibleAResearched");
CreateResearchTrigger(1, 1, 6102, 0, "VisibleBResearched");
//This saves the research choice for Weapons Tech and exports the
//saved variable when in a colony game
struct ScriptGlobal
{
int researchChoice;
} scriptGlobal;
ExportSaveLoadData(scriptGlobal);
Hooman could give me crap for this one as I haven't changed it yet, It's simpler for me to read even if the code itself could be cleaner.
But...whatever, that's me.
Export void VisibleAResearched()
{
// Exit if a choice has already been made
if (scriptGlobal.researchChoice != 0) return;
// Mark the choice as having been made, never to be changed again
scriptGlobal.researchChoice = 1;
// Make visible tech B disappear as a research option
// because tech 'A' was chosen
Player[0].MarkResearchComplete(6102);
// Unlock the chosen tech tree
Player[0].MarkResearchComplete(6103);
};
Export void VisibleBResearched()
{
// Exit if a choice has already been made
if (scriptGlobal.researchChoice != 0) return;
// Mark the choice as having been made, never to be changed again
scriptGlobal.researchChoice = 2;
// Make visible tech A disappear as a research option
// because tech 'B' was chosen
Player[0].MarkResearchComplete(6101);
// Unlock the chosen tech tree
Player[0].MarkResearchComplete(6104);
};
**
when I say linear, some of the way tech tree direction is in the current multitek file makes it more of a headache rather than usable, for instance I felt Efficiency Engineering should be done BEFORE Advanced structure and unit designs ie: Advanced Res, Advanced Armoring, etc etc, but that's me.Anywho... thoughts?
p.s. - I now realize I posted this in the coding section, it's part Colony game, part tech tree rewriting, part coding. If there is a better place for it please throw it in there.